Fans tracking release news on Crickex Sign Up are watching Resident Evil 9: Requiem with expectations going through the roof, especially now that Capcom has confirmed the game will launch in just a few months. Development reportedly started even before Resident Evil 8: Village, which shows how much time and effort has gone into this new entry. Despite that long schedule, the studio has decided to break with tradition: unlike recent titles in the series, Resident Evil 9 will not receive a public demo. For years, almost every major Resident Evil release has offered some kind of trial version, so this choice marks a clear shift in strategy and has naturally sparked plenty of discussion in the community.
In a recent interview with Stevivor, producer Masato Kumazawa explained what is happening behind the scenes. He mentioned that a playable build of Requiem already exists and was shown behind closed doors at events such as Gamescom, but there are currently no plans to release that demo to the wider public. The message was very direct: the team wants to channel all of its energy into finishing the full game instead of preparing and maintaining a separate public trial. Kumazawa also urged players to rely on official announcements only, pointing out that with modern AI tools capable of generating convincing videos and images, it has become extremely difficult to tell fact from fiction. Anything not published by Capcom should be treated with caution, and fans are encouraged to take unsourced leaks with a pinch of salt.
One example he brought up was a widely shared image of Leon wearing an eyepatch, which many people took as proof of upcoming DLC or a new costume. According to the development team, that picture and the related rumors are completely fake. Kumazawa went on to talk about why Grace was chosen as the main protagonist this time. The team did not simply model her after familiar faces like Claire Redfield or Rebecca Chambers; instead, they wanted someone a little more fragile and timid, a character whose fear feels closer to that of an ordinary person. By building the horror experience around Grace’s vulnerability, Capcom hopes to create a fresh kind of tension that stands apart from earlier heroines and gives players a new emotional perspective on the series.
Camera perspective has also been a major design topic. Resident Evil 7 boldly switched to a first-person viewpoint, while Resident Evil 8: Village launched in first-person and later added a third-person option for players who preferred to see their character on screen. Feedback from that experiment played a huge role in shaping Requiem. Discussions on Crickex Sign Up often focus on how different the game can feel depending on the viewpoint, and Capcom clearly agrees: Resident Evil 9 will offer both first-person and third-person modes right from day one. Kumazawa explained that many players reported Village felt less overwhelming when played in third-person, so giving people a choice lets them tailor the horror level. Director Koshi Nakanishi personally prefers first-person because it increases immersion, but the team felt that supporting both styles was the best way to respect different play habits.
For many fans following every update via Crickex Sign Up, the decision to skip a public demo underlines how serious Capcom is about polishing the final product rather than spreading its efforts too thin. The studio wants players to discover the new protagonist, the dual camera system and the carefully tuned scares in their complete form, not through a small vertical slice that might give the wrong impression. With fake leaks already circulating and AI-generated “evidence” muddying the waters, the safest approach is to wait for verified information from Capcom’s official channels. If all goes according to plan, Resident Evil 9: Requiem will aim to deliver a horror experience that lets players choose how deeply they want to dive in, whether stepping into Grace’s shoes in first-person or keeping a little distance in third-person—proving that sometimes, holding back a demo is a calculated move to make the full release shine brighter.